+++ENTERING BLUE TESTING ZONE+++ENTERING BLUE TESTING ZONE+++ENTERING BLUE TESTING ZONE+++
Also entering UGLY FORMATTING zone, oh god
Turn 0
With a -plop-, our three improbable heroes appear on the vast red wastes of Elysium. They are a curious bunch, and they are on a sacred quest. Literally - the gods have chosen them as their champions to do their dirty work.
The first, Tiruin the Techy Sniper, notes that she has Shields to protect her. As she knows,
Shields cannot be destroyed and absorb some damage from each hit, but can be
overloaded if they are hit more times than their Resistance can take. Shields can thus be worn down by sheer rate of fire, even by weak hits. Shields will recharge over time, so staying out of harm's way will return them to full power soon enough.
She also possesses a sleek piece of metal identified as Wilde Needle Rifle. What she can tell about the weapon is that it has a slow rate of fire and small clip size, but high accuracy and damage per hit, making it a typical sniper rifle. Rifles and other high-damage weapons are best
against Armored enemies, but usually less effective against Shields. Her weapon also has a special quality that increases its damage when used over Long Range - presumably some kind of accelerator mechanism that increases the bullet's speed the longer it flies. Presumably.
Tiruin also notes a targeting beacon that will make a chosen enemy easier to hit, and stunning grenades.
***
The second, the Dark Paladin, is clad in Armor.
Armor reduces incoming damage by its Resistance, and will usually completely ignore low-Damage hits. If Armor is damaged, however, it cannot be easily repaired and may be
destroyed after too much Damage.
The Dark Paladin finds himself the proud owner of a Ripper Gun, a heavy, brutish weapon with a low damage per hit and medium rate of fire, a large clip, but terrible accuracy. It also has a special quality greatly increasing Damage at Close Range. All these make the Ripper Gun by necessity into a
Close-Range assault weapon, which is effective
against Aegises, but still reasonably powerful against both Shields and Armor. The Paladin supposes the weapon is some twisted hybrid of a rifle and an SMG.
In addition, the Paladin possesses a great, flaming sword blessed by the gods, which is slow but powerful, and ignores Armor due to its special quality. This makes it, rather obviously, effective
against Armor, and like all melee weapons, it is very good
against Aegises. The Paladin is able to do a fearsome War Cry that weakens the morale of all enemies who hear it, and has a stash of combat drugs that will increase his capabilities even further when consumed.
***
Persus the Psychic Commando, in turn, is protected by an Aegis, a psychic barrier. It functions much like Armor, reducing incoming damage, but is very
vulnerable at Close Range and melee and takes increased damage at these ranges. This damage increase is not to the user's health, which is not touched at all until the Aegis is destroyed. However,
Aegises can be reformed after they are destroyed or just after some damage, returning them to their full strength. This power usually has a cooldown or limited uses.
Persus discovers he is to use a VALKYRIE SMG, which he finds out is a weapon with a very high rate of fire and a reasonably large clip, as well as medium accuracy, but abysmal damage per hit. This makes the weapon fairly useless, but still effective
against Shields and unprotected targets, especially at Close Range. It's something, he supposes.
The Psychic also possesses psychic powers, a Gravity Trap power capable of stunning enemies, and a Kinetic Driver that can be used to breach Armor and Aegises, or simply deal a high-damage hit.
---
Our three heroes approach an ancient ruin. Broken stone pillars and walls litter the area around an old clearing. They remain hidden as they move closer to look into the clearing. What they find is a ghastly sight, of four raiders in scrap armor, by an old altar to the gods. A captive, bound with rope, is being dragged towards the altar - no doubt they aim to sacrifice him to their gods. Our heroes feel a terrible need to fight these people for reasons they cannot quite comprehend.
The ruins offer a reasonable amount of cover to use - currently, the heroes are at Long Range from the raiders, who are standing out in the open for now, unsuspecting. They could attempt to move closer without being seen or to get to their flank for an ambush. The battle plan remains theirs to make. The chief raider gives off strange vibes to Persus, seeming to be protected by an Aegis on top of his Armor. The others are also protected by their scrap metal Armor. Three of them carry rifles, while the fourth seems to have a larger marksman's rifle.
---
-HP: 30/30
Shields: 5/5 Resistance
Abilities: *
Mark Target*
Tech-HeadEquipment:*Wilde Needle Rifle
(4/4) [Damage (per Hit): 5, Rate of Fire: 1, Accuracy: +1, Clip Size: 4, Mod Slots: 2 (Empty), Special:
Long-Ranged II]
*Personal Shield [Absorbs 1-5 damage per hit. 5/5 hits Resistance. +1 Recharge each turn.]
*Shock Grenades (2) [Damage: 2, Accuracy: +0, Special:
Stunning II, Blast]
Current Effects: None
-HP: 30/30
AP: 20/20
Abilities:*
War Cry*
Champion of the War God*
Hulking BruteEquipment:*Ripper Gun (
21/21) [Damage (per Hit): 2, Rate of Fire: 3, Accuracy: -2, Clip Size: 21, Mod Slots: 1 (Empty), Special:
Close-Ranged V]
*Ceremonial Sword [Damage: 4, Speed: 1, Accuracy: +0, Special:
Flame]
*Bloodsworn Armor [20/20 AP, Resistance: -3 to all Damage]
*Combat Drugs [1 Use. +1 to Combat Rolls for 3 turns.]
Current Effects: None
-HP: 30/30
AP: 10/10
Abilities:*
Gravity Trap*
Kinetic Driver*
Assault TrainingEquipment:*VALKYRIE SMG (
30/30) [Damage (per Hit): 1, Rate of Fire: 6, Accuracy: +0, Clip Size: 30, Mod Slots: 1 (Empty), Special:
Close-Ranged I]
*Protective Rune Aegis [10/10 AP, Resistance: +2 to Close Range Damage, -4 to Other Damage. 3 turn cooldown to activate.]
Current Effects: None
((This is not technically combat yet, so actions can be whatever you want. Enemy status boxes will probably be kicked up once combat proper starts.))